1. Your real father was a Minister for the King and he put away a million gold coins in a foreign Banking house in your name before he died. The King would very much like it returned. (Value 1,000,000gp)

2. You have inherited your Grandmother's House - She was a bit of a Hoarder so somewhere in there is a collection of Maps and Scrolls being chewed on by hungry Giant Rats. (Value 10,000gp)

3. The family curse. Every child born to your bloodline develops a distinctive birthmark or feature of some sort, and a random cruel tyrant, crazed sorcerer or evil priest within 100 miles receives a prophecy that a child with that feature or birthmark will be their downfall. The 'prophecy' is fake, just a feature of the curse laid upon your distant ancestor, who actually *was* destined to overthrow a wicked witch, who laid this curse upon his bloodline as she died.

4. Your long-since-fallen-from-grace family owned a manor in an area now overrun with six-limbed, three-eyed 'spider goblin' bandits, along a nearby trade route. Since you technically inherited this decrepit monster-haunted menace to local commerce (although it's the first you've heard of it!), the local authorities have tracked you down and explained to you that you are responsible for dealing with the attacks coming from your property. They even generously assure you that if you deal with the threat, you won't have to pay the sixty years of back taxes that you owe on the property.

5. The old witch Ulizmila left you a shrunken head (Soulspeaker), not much of an inheritance, but you were smart enough not to torment her growing up, and even brought her some small game. You never realized she'd taken a liking to you.

The Soulspeaker tells you (and ONLY you) "Look in the bole of the blasted tree, bright boy" before shutting its eyes. You know well where the charred old darkwood tree stump is, and inside you find ...a sack with a broken jar of beans. Some treasure. Thanks Ulizmila.

BUT...the shards of broken pottery have an unusual design on them. A Mending spell will repair the jar, revealing a treasure map, and WHAT a treasure map! It seems Ulizmila was indeed the great great granddaughter of Baba Yaga, and she left her legacy to YOU,... if said dungeon can be conquered, you stand to change the face of Golarion forever.

1. Your real father was a Minister for the King and he put away a million gold coins in a foreign Banking house in your name before he died. The King would very much like it returned. (Value 1,000,000gp)

2. You have inherited your Grandmother's House - She was a bit of a Hoarder so somewhere in there is a collection of Maps and Scrolls being chewed on by hungry Giant Rats. (Value 10,000gp)

Ha ha, debt origin stories are great. Can really push a char to adventure. Ever play Recettear: an Item Shop's Tale? It is along that vein.

3. The family curse. Every child born to your bloodline develops a distinctive birthmark or feature of some sort, and a random cruel tyrant, crazed sorcerer or evil priest within 100 miles receives a prophecy that a child with that feature or birthmark will be their downfall. The 'prophecy' is fake, just a feature of the curse laid upon your distant ancestor, who actually *was* destined to overthrow a wicked witch, who laid this curse upon his bloodline as she died.

4. Your long-since-fallen-from-grace family owned a manor in an area now overrun with six-limbed, three-eyed 'spider goblin' bandits, along a nearby trade route. Since you technically inherited this decrepit monster-haunted menace to local commerce (although it's the first you've heard of it!), the local authorities have tracked you down and explained to you that you are responsible for dealing with the attacks coming from your property. They even generously assure you that if you deal with the threat, you won't have to pay the sixty years of back taxes that you owe on the property.

6. You are young and your family is well to do. You have been courting the lovely lady Angelica, a lady of note and dancer with a derrière to murder a whole court over. Hark! A rival has exposed a forgotten family secret: your bloodline has goblin blood in it (many generations back). You have always had a slightly different look, but you thought yourself handsome. Oh the shame! Angelica is taken aback and the rival is swooping in. Your family takes a lot of criticism over this and for the lying as to their origins. Their businesses are now on the ropes and their rivals laugh fat, greasy and covetous laughs.

You must investigate the truth of this allegation! It will lead to an inheritance and knowledge of your families beginnings.

Inheritance?
As you chase the truth of this matter down, you discover your goblin ancestor was a great hero. One still well-regarded by many an elder of the goblin tribes. This hero was the original source of your family's wealth and your goblin cousins are encountered (they aren't so bad, beggars can't be choosers).

You also learn of the most magnificently enchanted dogslicer in Golarion. It is yours by right, but seizing it from a great goblin warlord bent on taking over great swathes of land, including your home town, will not be easy. The family line of this warlord have also have been the sworn enemies of your goblin tribe for a millennium. History repeats.

Time is of the essence, there is Angelica's affections to consider, and your family is in need of wealth and renown to keep its footing. If you tarry, you risk losing a great deal, and will have to rebuild all that is lost. People close to you will die if you fail.

8. The family friends of your Qadiran family are nice guys. When an uncle dies who you got along with (and he hated his own immediate lazy progeny), you inherit his slaves and are welcomed into the slavers guild. You even get a free magic +1 whip that does extra subdual damage!

:O

A war is brewing against Taldor, it is a time of adventure and high time to take and sell some slaves! For profit and the glory of your family and the guild!

Druid Mother: Hey, sweetie?
Young Girl: Yes?
Druid Mother: One day, this natural world... It will be up to you to defend mother nature against evil.
Druid Father: It's not too hard, we have faith in you.
Young Girl: I won't let you down.
--- Later that lifetime ---
*Witch learns her parents passed away a bit after becoming a witch.*
Witch: ... Awe, crap.
Fighter: Hey, are you reminiscing? PLEASE HELP ME GET THIS PLANT OFF ME!!!

Your estranged aunt in law leaves you a will to all her wealth and her manor house. Inexplicably set in the middle of a swamp overlooking a cliff atop a mine not yet depleted of mythril ore.

Its raining heavily in a bad autumn storm as your guide takes you into the flooded Marsh by boat. Once you get there,she bids you good luck and hurries away. You spot the remains of a carriage and scattered luggage partially submerged in muck. Someone sure left in a hurry...

Beyond that,dominant upon a cliff of sheer stone stands a three-storied manor house built of stone and wood like a tiny castle. To the left of it a column of stone steps led into the entrance of an old mine. To its right stood a tangled copse of trees of overgrown forest.

A massive murder of crows circle the manor house,hanging over it like a forbidding cloud that emits sharp caws instead of thunder.

18. You inherit through your father, a bronze set of barely magical armour and armaments. It is good and you are kitted out, but it is out of date and not as good as steel. As you begin adventuring you will gradually learn this history of this armament set and its ties to an ancient empire.

19. On your name day you inherit a fine silver sword. Unfortunately, what comes with this is a life-long membership in a Lycanthrope hunting guild of do-gooders. If you are ever afflicted with Lycanthropy and cannot be cured in time, the sword is for your suicide. You also learn what happened to Grandpa.
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20. All you inherit is a title. Your great-uncle dies. You never knew him well -- all your life he was just a creaky old white-haired man living in a nearby town who used to grumble about how you should always remember to act your station in life. But when he dies his executor delivers a small, intricately carved wooden box to you. Inside is badly yellowed piece of vellum signed by the king's great-grandfather, granting your family the title of "Duke of Egileer" in perpetuity. There is also a gold signet ring displaying a crest with the double bars of a duke. You have never heard of "Egileer", and you have no idea what this implies, but technically you ARE your great-uncle's heir.

21. After your master's untimely and definitely accidental death, his familiar promptly adopted you as its wizard. It knows terrible things and is very eager to share these secrets with you in unending detail. Unfortunately, what's numinous and eldritch to a housecat might not be so meaningful to a human.

22. An adventuring party arrives on your doorstep and informs you that a powerful revenant has been roaming the countryside, murdering people. It turns out a creature of dire power and dark magics was slain by one of your ancestors and with its dying breath, it swore that even in death it would kill every living thing that shared his blood. They think the only way to stop it is if it dies by your hand, with your ancestor's sword.

22. An adventuring party arrives on your doorstep and informs you that a powerful revenant has been roaming the countryside, murdering people. It turns out a creature of dire power and dark magics was slain by one of your ancestors and with its dying breath, it swore that even in death it would kill every living thing that shared his blood. They think the only way to stop it is if it dies by your hand, with your ancestor's sword.

24. Your have been hard at work upon the forge trying to complete your three journeyman pieces. You have passed the three tests of knowledge all journeymen must face.

For the test of Life.. You have fashoned together a suit half plaintmail and half ringmail Each piece of metal rests upon custom molded padding so that when worn it will fit comfortably upon your body. Silver enlays of clouds and waves adorn it. Each of the chain links guarding your body where the plate does not protect has been inscribed with tiny dwarven runes, you chissled strength and vitality into each ring.

For the test of Peace.. While you are a blacksmith you are also a (Other Craft skill, see below). So you spend hours etching tiny runes and sigils onto every single bar your bend together. What you cant etch you inlay with silver and whatever gemstones sooted your fancy. You have completed a vary ornate (or crude looking if your perfer) set of tools that in your hands work as masterwork crafting tools for your other craft skill.

For the test of War.. You have created yourself a vary ornate weapon of your choosing be it simple, martial or exotic. It is of Masterwork quality. Made of the whatever woods, metals, gems, ect you with it to, no restrictions on what it looks like, Tiss not magical but it is vary well made.

You training has been vary strict.
When Created have to spend 4 skill points as follows.
Craft 1 rank in Blacksmith.
Craft 1 rank in any other crafting skill.
Knowledge 1 rank in Engineering.
Linguistics 1 rank. You are literate.

Other skill points spent as you want. You need to make sure you have enough int to have atleas those four skill points.

Languages, you know both common ancient dwarven +1 more from linguistics + however many your int grants you. any language that you speak you have been taught how to read.

Trait 1 - Wealthy Family.

Trait 2 - Makers Mark - You place your thumb upon any item you have crafted and it will leave an arcane marked signature/rune/sigil of your choosing. When you touch a weapon that you have marked it will glow with a pale blue light, sheding light as though it were a torch.

1st level feat Skill Focus - Crafting (your choice)

You would start play with
one set of maasterwork half platemail armor.
one masterwork weapon of your choice of any type.
one set of masterwork crafting tools.

-Story-

Every few centuries this middle aged looking dwarf sets up a smithy at a random hold. Nobody knows how old he is as each times it happens almost appears to be almost at random. This dwarf has worked with gold so much so that the vary skin has formed ridges and scales on his hands and arms. He brings with him an orphan who he raises as his apprentance/foster or ward. This orphan is the PC. The orphan comes of age and when goes to make his final piece something strange happens.

.. You have made the tools first and then the weapon. You are now setting the breastplate into the quenching troff after the final testing in the fires of the forge.

The smoke on the water begains to flow up, it flows into the form of a golden dragon. He tells you..

"My name iss Klokk, I am the dwarf that iss been your mentor. Many years ago I was hit by a blast of kobold wild magic, that slowly transformed me from the dwarf you knew to this my true form.

"By the time you have ssseen thiss I will have already been forssed to withdraw back into the hallwayss. It took almost all of my conssiderable power to ssshield you from their ssightss."

"This armor you have forged iss of masterwork quality, I have sset sspellss that have been cast upon it while you sstood there. Your armor is both weightlesss and boyant. It will move like a cloud over you protecting youss from harm. It will also misss dirresct othersss thoughtsss and attemptsss to ssscry you from them."

"Be warned ssshould you ever need to dive you must take it off, and then they will be able to track you. I thought we would be ssafe behind thiss doorway, but they found us me sssomehow. They have a greater orb of commanding golden dragonsss.. Though I be a dwarf be, i be a dragon now. I dare not let them get to closse to me, the danger i could reck upon the land if they were to controlss me."

"You have proven yoursself to be able to hold up to my hopess. In your chamberss you will find your journeymans sash, as well as paperss from me attesting to that and a pair of letters of introduction. Any master ssmith will have heard of my name. They will grant you what aid they can, or direct you to ssomeone who can teach you something new about the forge."

"I have a few itemss thoughout the world that may aid you, You will find them by the mark of the crosssed hammers that wass carved onto the wall of sstone that was created over thems."

"I warn you do not remove your armor, then the Ryttttttttttttt....."

The smoke blows away.

You bank the coals and clean up everything, even resharpen all the chisels and picks. Your mind somewhat numb from what you have seen and been told.

You walk into your chambers. Laying upon your bed not only is the modern day tartan sash of a journeyman smith but also an the formal grab of a smith from the two hammers clan, complete with apron. No matter your race it is sized to fit under your armor with comfort.

24. You inherit a mighty great axe. It is supposedly of monster slaying, but no one knows of what type, and magical means cannot ascertain what it is great against. Its power seems dormant, needing to be awakened.

Well I guess you will just have to hit every monster you find with it to find out.

26 (whoops, got out of whack). Your dodgy elder brother gets himself killed at a relatively young age. Almost as soon as you hear the news, a chest is delivered to you with a note in a secret language you and your brother devised years ago. It says "well bro, I'm dead. You could take up my place as a coin forger. They've come for me, but I've sent this off to you in time. Beware the Duke's men and the six-fingered man."

Inside it has two compartments, one with about 1000 "gp" in forged coins. The other, has some of the metallurgy related tools, paints and directions of the coin forgers craft.

Of Noble Birth
Despite your class, you are still a legitimate member of the aristocracy.

Prerequisites
Must be selected at first level, Must be literate.

Benefit
Your starting gold at character creation is 8d6 x 10 instead of what your class designates. You also gain a +2 bonus to diplomacy checks when dealing with aristocrats or leaders of a community.

Rightful Beneficiary
You inherit or are bestowed a considerable fortune.

Prerequisites
Of Noble Birth or Aristocrat, Level 6.

Benefit
You gain your level x 200 in gold and property. Half the wealth is in gold coins and the other half is in property (equipment, lands, slaves, etc.) The specific property inherited is at the GM’s discretion. The property usually comes with a title.

A Good Match
You marry an aristocrat of high status, granting you high status as well.
Prerequisites: Of Noble Birth or Aristocrat, Rightful Beneficiary, Diplomacy 8 ranks, Charisma 13+.
Benefit: You are given a dowry of gold and property worth 300gp x your level. Half the wealth is property granted to you at the GM’s discretion.

Rightful Heir
You claim a position of rulership and become a rightful head of state.

Prerequisites
Of Noble Birth or Aristocrat, Rightful Beneficiary, A Good Match or the Leadership Feat, Diplomacy 10 ranks, Charisma 13+.

Benefit
You gain 500gp x your level in gold and property. Half the wealth is property designated by the GM. You may take 10 on diplomacy checks when dealing with your subjects.

28) From the depths of the mansion of your late parents, you find a rather well-crafted treasure chest.
When you open it, you find your inheritance. The fabled box is full of...NOTHING!! Now, go find the **** who stole it.

30) The Troll Prince. Your father is the king of the trolls. Many of your relatives are jealous of your inherited rank and you have survived several assassination attempts. You took your inherited regeneration, and went to seek your fortune.

31) Golden Child of of the Planes. You have the option of pursuing one of the following bloodlines, or the Eldritch Heritage feat line of said bloodlines: Abyssal, Celestial, Infernal, Protean, or Shadow. Furthermore, the race of outsiders associated with your bloodline have taken an interest in your progress, for good or ill.

Also, in response to Arcanemuses, isn't it odd to have a background as a feat chain? Having a aristocratic heritage shouldn't be something you spend a feat on, nor should you spontaneously get hitched to an NPC spouse that may as well not have existed before taking the feat.

33) You have almost no chin. You are a wizard. You have dreams where you are locked in a small attic. You speak the language of abberations. Your parents keep taking live goats up to the large attic. Your father has told you that he is not your real father, and that you have a grand destiny. This is also a great reason to leave town. :)

35) Innkeeping has been your life. Raised by a single mother and the other innkeepers at the Glib Gauth (the inn sign is very cute) you never knew your father. You were raised on stories of brave knights, and the exciting travellers that have come through your inn that is attached to the great old road. It was always your job to get them drinks, clean after their spills or vomit and watch out for thieves, vagabonds, and worst of all, those that could not pay their tab!

One day while cleaning deep in the old cellar, you find a note and a chest. Inside is an odd sword, now out of fashion and one you have never seen outside of tattered story books. It is a bastard sword that does piercing damage; and although correspondence was sent to the far away family of the knight that owned this fine tool of war, it was never collected. You also find an old journal that proves a fascinating read of adventure, you could check out the places mentioned and see what became of them. You could also track down the family of the original owner; or you could pour drinks for the rest of your life.

38) You've inherited a foul-mouthed parrot. Your uncle always told you it really was a polymorphed wizard, but your uncle was also known for his sense of humour...

39) You've inherited an artistic-looking jar. Under the right lighting condition, you can see the silhouette of a bound humanoid creature in minumus containment.

40) You've inherited a magical sea-shell. It used to be paired with another as a communication device but its sister-shell has been destroyed. Now it only picks-up random sounds.

41) You've inherited a shop full of old artifacts and curios. If put for sell, the stuff sells well and earns much to your character. Only then will you learn that everything in the shop is cursed and kills their owner.

42) You've inherited your grand-father's sword and are expected to bear it proudly on your adventures. Unfortunately, it isn't a very good sword...

43) You've inherited your late father's griffon. You remember how terrified you were of that thing when you were young, and it seems to remember that too!

44) You've inherited an heirloom engagement ring. It's admantium with Pygmalian inlaid with platinum. If put on the finger of a statue it will bring it to life. When your great grandmother passed away, they removed the ring and she turned back into a statue.

38) You've inherited a foul-mouthed parrot. Your uncle always told you it really was a polymorphed wizard, but your uncle was also known for his sense of humour...

38a) Every now and then, and only in the dead of night when the parrot is fast asleep, it's head will jerk up and it will say something in Infernal, in a sinister sounding voice, before returning to sleep.

This word is a trigger phrase for a magic item, or to bypass some magical trap, but you have no idea for what...

47.) Your old man was a career soldier and an officer in the imperial army, and was known for his amazing swordsmanship. As you showed promise with the sword, you were given his old weapon, a Masterwork Longsword, along with an odd note from your father hinting at the possibility that it may have hidden powers...

49) Extraplanar Love Triangle. You've spent your whole life loving a girl whom you've known all your life. You finally work up the courage to take your relationship to the next stage when your family informs you that you've been betrothed to a powerful outsider since birth, and she's coming to visit. She isn't a bad person, but she's been looking forward to meeting you for a long time, and will not brook opposition.